Tower Stack
About Tower Stack
Tower Stack is our own one-tap stacker. A block slides across the screen and you tap to drop it. Whatever hangs over the edge of the block below gets sliced off and falls away, so the tower narrows as it climbs. Land one dead centre and you get the width back plus a bonus.
How to play
Tap to drop the moving block. Any part that overhangs the block below is cut off and the tower gets narrower. Land it perfectly aligned and you win width back instead of losing it.
Rules of Tower Stack
- One block sweeps back and forth above the stack, and a tap drops it straight down from wherever it is.
- Whatever hangs past the edge of the block underneath is cut away, so the next block is only as wide as the overlap you left.
- A plain landing scores one. A perfect one scores two plus your current run of perfects, so a clean streak is worth far more than a tidy tower.
- Miss the stack completely and the run ends there. The end card reads Toppled and puts your height next to your best.
- There is no timer and no lives. The only thing squeezing you is the block getting narrower.
- A drop counts as perfect when it lands within a small fraction of the block's own width, so the window narrows with the tower but never closes.
- A tap anywhere on the screen drops the block, so there is no small target to hit under pressure.
- Every block takes the next hue around the colour wheel, so the tower reads as a gradient and you can see your height without reading the number.
Controls
- Tap anywhere to drop the block
- Space bar on a keyboard
What makes it worth playing
- One input, so there is nothing to learn
- Overhang is sliced off, so mistakes compound visibly
- A near-perfect drop restores width instead of taking it
- The tolerance for a perfect drop scales with the block, so it stays achievable when the tower is wide
- Space, Enter or the down arrow drops the block on a keyboard
- Perfect drops chain, and each one in a row pays more than the last
Screenshots

Captured from this build on 2026-08-26.
Tips from playing it
- Aim at the trailing edge, not the centre. The block is still moving when you tap and there is a frame of travel between your thumb and the drop.
- Chase perfect drops early while the block is wide and the tolerance is generous. That is where you bank the width you will need later.
- When the tower gets thin, stop going for perfect and just stay on the block. Surviving is worth more than a bonus you will miss.
- The rhythm is constant. Counting the sweep is more reliable than reacting to it.
Notes from building it
The perfect-drop tolerance is the one number that decides whether this genre feels good or cheap. Set it as an absolute pixel value and it behaves completely differently at the top and bottom of a run: generous when the tower is wide, impossible when it is narrow, which is exactly backwards from what a player expects. Ours is proportional to the current block width, with a small absolute floor so it never shrinks to nothing. The practical effect is that a perfect drop stays a real possibility the whole way up, and the reward for it is the width back plus a bonus, which means a skilled run can recover from a bad drop instead of just decaying to zero. Without that recovery the game is a countdown, and a countdown has no comeback story in it.
More from the studio: why difficulty needs a rhythm and how we test a game.
- Category
- Casual
- Plays in
- Your browser, no download
- Orientation
- Portrait
- Players
- One player.
- Difficulty
- Trivial for ten blocks, brutal by forty
- Typical session
- 1 to 3 minutes a run
- Last tested by us
- 2026-08-26
- Studio
- Our own game